Samuel Pitoiset [Fri, 21 Apr 2017 17:27:16 +0000 (19:27 +0200)]
glsl: allow bindless samplers/images to be initialized
From section 4.1.7 of the ARB_bindless_texture spec:
"Samplers may be declared as shader inputs and outputs, as uniform
variables, as temporary variables, and as function parameters."
From section 4.1.X of the ARB_bindless_texture spec:
"Images may be declared as shader inputs and outputs, as uniform
variables, as temporary variables, and as function parameters."
v3: - add spec comment
- update the glsl error message
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Wed, 19 Apr 2017 16:39:38 +0000 (18:39 +0200)]
glsl: allow bindless samplers/images to be l-values
From section 4.1.7 of the ARB_bindless_texture spec:
"Samplers can be used as l-values, so can be assigned into and
used as "out" and "inout" function parameters."
From section 4.1.X of the ARB_bindless_texture spec:
"Images can be used as l-values, so can be assigned into and
used as "out" and "inout" function parameters."
v4: - invert the logic
v3: - update spec comment formatting
- keep the read_only check
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Wed, 19 Apr 2017 16:08:28 +0000 (18:08 +0200)]
glsl: add _mesa_glsl_parse_state object to is_lvalue()
Yes, this is a bit hacky but we don't really have the choice.
Plain GLSL doesn't accept bindless samplers/images as l-values
while it's allowed when ARB_bindless_texture is enabled.
The default NULL parameter is because we can't access the
_mesa_glsl_parse_state object in few places in the compiler.
One is_lvalue(NULL) call is for IR validation but other checks
happen elsewhere, should be safe.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Samuel Pitoiset [Wed, 19 Apr 2017 16:52:54 +0000 (18:52 +0200)]
glsl: relax bindless sampler arrays indexing
From section 4.1.7 of the ARB_bindless_texture spec:
"Samplers aggregated into arrays within a shader (using square
brackets []) can be indexed with arbitrary integer expressions."
v3: - update spec comment formatting
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Wed, 22 Mar 2017 17:34:23 +0000 (18:34 +0100)]
glsl: reject bindless samplers/images frag inputs without 'flat'
From section 4.3.4 of the ARB_bindless_texture spec
"(modify last paragraph, p. 35, allowing samplers and images as
fragment shader inputs) ... Fragment inputs can only be signed
and unsigned integers and integer vectors, floating point scalars,
floating-point vectors, matrices, sampler and image types, or
arrays or structures of these. Fragment shader inputs that are
signed or unsigned integers, integer vectors, or any
double-precision floating- point type, or any sampler or image
type must be qualified with the interpolation qualifier "flat"."
v3: - update spec comment formatting
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Mon, 20 Mar 2017 20:37:03 +0000 (21:37 +0100)]
glsl: allow bindless samplers/images as vertex shader inputs
From section 4.3.4 of the ARB_bindless_texture spec:
"(modify third paragraph of the section to allow sampler and
image types) ... Vertex shader inputs can only be float,
single-precision floating-point scalars, single-precision
floating-point vectors, matrices, signed and unsigned integers
and integer vectors, sampler and image types."
v3: - update spec comment formatting
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Wed, 22 Mar 2017 17:16:10 +0000 (18:16 +0100)]
glsl: allow bindless samplers/images as varying variables
From section 4.3.4 of the ARB_bindless_texture spec:
"(modify third paragraph of the section to allow sampler and image
types) ... Vertex shader inputs can only be float,
single-precision floating-point scalars, single-precision
floating-point vectors, matrices, signed and unsigned integers
and integer vectors, sampler and image types."
From section 4.3.6 of the ARB_bindless_texture spec:
"Output variables can only be floating-point scalars,
floating-point vectors, matrices, signed or unsigned integers or
integer vectors, sampler or image types, or arrays or structures
of any these."
v3: - add spec comment
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Mon, 3 Apr 2017 14:06:40 +0000 (16:06 +0200)]
glsl: allow input memory qualifiers for images
ARB_bindless_texture spec allows images to be declared as
shader inputs.
v2: - put the */ on the following line (Timothy Arceri)
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Fri, 7 Apr 2017 12:34:55 +0000 (14:34 +0200)]
glsl: allow image qualifiers inside structures
ARB_bindless_texture allows to declare images inside structures
which means that qualifiers like writeonly should be allowed.
I have a got a confirmation from Jeff Bolz (one author of the spec),
because the spec doesn't clearly explain this.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Wed, 19 Apr 2017 14:44:19 +0000 (16:44 +0200)]
glsl: allow bindless images to be declared inside structures
The spec doesn't clearly state this, but I have got clarification
from the spec authors.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Wed, 19 Apr 2017 14:46:14 +0000 (16:46 +0200)]
glsl: allow bindless samplers/images inside interface blocks
From section 4.3.7 of the ARB_bindless_texture spec:
"(remove the following bullet from the last list on p. 39, thereby
permitting sampler types in interface blocks; image types are also
permitted in blocks by this extension)"
* sampler types are not allowed
v3: - update the spec comment
- update the glsl error message
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Wed, 19 Apr 2017 14:40:38 +0000 (16:40 +0200)]
glsl: allow bindless samplers/images as function return
The ARB_bindless_texture spec doesn't clearly state this, but as
it says "Replace Section 4.1.7 (Samplers), p. 25" and,
"Replace Section 4.1.X, (Images)", this should be allowed.
v3: - add spec comment
- update the glsl error message
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Wed, 19 Apr 2017 14:38:39 +0000 (16:38 +0200)]
glsl: allow bindless samplers/images as out and inout parameters
From section 4.1.7 of the ARB_bindless_texture spec:
"Samplers can be used as l-values, so can be assigned into and used
as "out" and "inout" function parameters."
From section 4.1.X of the ARB_bindless_texture spec:
"Images can be used as l-values, so can be assigned into and used as
"out" and "inout" function parameters."
v3: - add spec comment
- update the glsl error message
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Wed, 19 Apr 2017 11:43:29 +0000 (13:43 +0200)]
glsl: allow to declare bindless samplers/images as non-uniform
From section 4.1.7 of the ARB_bindless_texture spec:
"Samplers may be declared as shader inputs and outputs, as uniform
variables, as temporary variables, and as function parameters."
From section 4.1.X of the ARB_bindless_texture spec:
"Images may be declared as shader inputs and outputs, as uniform
variables, as temporary variables, and as function parameters."
v3: - add validate_storage_for_sampler_image_types()
- update spec comment
- update the glsl error message
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Tue, 21 Mar 2017 12:30:49 +0000 (13:30 +0100)]
glsl: process bindless/bound layout qualifiers
This adds bindless_sampler and bound_sampler (and respectively
bindless_image and bound_image) to the parser.
v3: - add an extra space in apply_bindless_qualifier_to_variable()
- fix indentation in merge_qualifier()
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Thu, 27 Apr 2017 11:45:16 +0000 (13:45 +0200)]
glsl: do not make sampler/image types readonly variables
In plain GLSL, sampler and image types can only be declared
uniform-qualified global variables or 'in' function parameters.
Setting the read_only flag seems quite useless because other
checks will prevent sampler/image variables to be assigned and
also because the flag is not set for atomic_uint types which are
opaque types.
This will also help for ARB_bindless_texture because samplers
and images can be assigned when they are considered bindless.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Samuel Pitoiset [Wed, 26 Apr 2017 14:02:32 +0000 (16:02 +0200)]
glsl: make sampler/image scalar types
As a side effect, this will magically fix std140/std430 interfaces
for bindless samplers/images and will help for implementing the
explicit conversions with constructors.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Samuel Pitoiset [Mon, 1 May 2017 20:24:52 +0000 (22:24 +0200)]
glsl: make count_attribute_slots() returns 1 for samplers/images
For packed varyings.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Samuel Pitoiset [Thu, 20 Apr 2017 12:42:49 +0000 (14:42 +0200)]
glsl: make component_slots() returns 2 for samplers/images
Bindless samplers/images are 64-bit unsigned integers, which
means they consume two components as specified by
ARB_bindless_texture.
It looks like we are not wasting uniform storage by changing
this because default-block uniforms are not packed. So, if
we use N uint uniforms, they occupy N * 16 bytes in the
constant buffer. This is something that could be improved.
Though, count_uniform_size needs to be adjusted to not count
a sampler (or image) twice.
As a side effect, this will probably break the cache if you
have one because it will consider sampler/image types as
two components.
v3: - update the comments
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Samuel Pitoiset [Thu, 20 Apr 2017 17:13:50 +0000 (19:13 +0200)]
glsl: make sampler/image types as 64-bit
The ARB_bindless_texture spec says:
"Samplers are represented using 64-bit integer handles."
and,
"Images are represented using 64-bit integer handles."
It seems simpler to always consider sampler and image types
as 64-bit unsigned integer.
This introduces a temporary workaround in _mesa_get_uniform()
because at this point no flag are used to distinguish between
bound and bindless samplers. This is going to be removed in a
separate series. This avoids breaking arb_shader_image_load_store-state.
v3: - update the comment slightly
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Samuel Pitoiset [Tue, 21 Mar 2017 11:42:47 +0000 (12:42 +0100)]
glsl: add ARB_bindless_texture enable
This also adds the extension to the standalone GLSL compiler.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Samuel Pitoiset [Mon, 10 Apr 2017 22:30:31 +0000 (00:30 +0200)]
mesa: add ARB_bindless_texture to the extensions list
This is required for the following GLSL bits.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Fredrik Höglund [Tue, 2 May 2017 15:09:27 +0000 (17:09 +0200)]
radv/meta: fix restoring a push descriptor set
radv_bind_descriptor_set cannot be used to bind a push descriptor set
since a push descriptor set does not have a buffer list. However,
there is no need to add the buffers again when restoring a set, so
this fix is also an optimization.
Cc: "17.1" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Fredrik Höglund <fredrik@kde.org>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Nicolas Boichat [Fri, 5 May 2017 02:26:00 +0000 (10:26 +0800)]
configure.ac: Also match -androideabi tuple
On ARM Android platforms, the host_os tuple should be linux-androideabi,
so let's match both -android and -androideabi (or any other
-android* tuple) to determine if we should do an Android build.
Reviewed-by: Chad Versace <chadversary@chromium.org>
Jason Ekstrand [Fri, 5 May 2017 19:11:42 +0000 (12:11 -0700)]
anv/allocator: Only write to _vg_ptr if we have valgrind
This fixes the build when not building against valgrind headers.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100945
Reviewed-by: Chad Versace <chadversary@chromium.org>
Daniel Stone [Fri, 5 May 2017 17:24:44 +0000 (18:24 +0100)]
i915: Fix build break with empty unreachable()
Actually put something in unreachable(), so as not to break the build on
a Friday evening.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Reported-by: Mark Janes <mark.a.janes@intel.com>
Marek Olšák [Fri, 5 May 2017 15:05:05 +0000 (17:05 +0200)]
radeonsi: apply the tess+GS hang workaround to Polaris12 as well
Cc: 17.1 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Daniel Stone [Wed, 3 May 2017 08:38:13 +0000 (09:38 +0100)]
i965: Set modifier for imported and duplicated images
When a buffer is being created from FD or GEM flink import, the current
API makes no provision for passing modifier information along with this.
Set the modifier for such images to DRM_FORMAT_MOD_INVALID.
Also preserve the modifier when duplicating an image, as will be done by
GBM when importing from a wl_buffer.
This doubly tripped up Wayland, as the images would first have been
created (as wl_buffers) with a 0 modifier, and then lost what modifier
they would've had when being duplicated into gbm_bos.
Fixes:
d78a36ea624 ("i965/dri: Handle the linear fb modifier")
Signed-off-by: Daniel Stone <daniels@collabora.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Daniel Stone [Wed, 3 May 2017 17:05:10 +0000 (18:05 +0100)]
i965: Use helper function for modifier -> tiling
Use a helper function and struct to convert between a modifier and
tiling mode, so we can use it later for a tiling -> modifier lookup.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Samuel Pitoiset [Fri, 5 May 2017 12:15:33 +0000 (14:15 +0200)]
radeonsi: fix build with GCC 4.8
Fixes:
7088b655e8 ("radeonsi: constify a bunch of the perfcounter structs.")
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100937
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Samuel Pitoiset [Thu, 4 May 2017 08:35:29 +0000 (10:35 +0200)]
st/glsl_to_tgsi: fix renumber_registers() in presence of dead code
The TGSI DCE pass doesn't eliminate dead assignments like
MOV TEMP[0], TEMP[1] in presence of loops because it assumes
that the visitor doesn't emit dead code. This assumption is
actually wrong and this situation happens.
However, it appears that the merge_registers() pass accidentally
takes care of this for some weird reasons. But since this pass has
been disabled for RadeonSI and Nouveau, the renumber_registers()
pass which is called *after*, can't do its job correctly.
This is because it assumes that no dead code is present. But if
there is still a dead assignment, it might re-use the TEMP
register id incorrectly and emits wrong code.
This patches fixes the issue by recording writes instead of reads,
and this has the advantage to be faster.
This should fix Unigine Heaven on RadeonSI and Nouveau.
shader-db results with RadeonSI:
47109 shaders in 29632 tests
Totals:
SGPRS: 1923308 -> 1923316 (0.00 %)
VGPRS: 1133843 -> 1133847 (0.00 %)
Spilled SGPRs: 2516 -> 2518 (0.08 %)
Spilled VGPRs: 65 -> 65 (0.00 %)
Private memory VGPRs: 1184 -> 1184 (0.00 %)
Scratch size: 1308 -> 1308 (0.00 %) dwords per thread
Code Size:
60095968 ->
60096256 (0.00 %) bytes
LDS: 1077 -> 1077 (0.00 %) blocks
Max Waves: 431889 -> 431889 (0.00 %)
Wait states: 0 -> 0 (0.00 %)
It's still interesting to disable the merge_registers() pass.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Iago Toral Quiroga [Wed, 26 Apr 2017 07:03:43 +0000 (09:03 +0200)]
anv/query: handle more cases of 'out of host memory'
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Nicolas Boichat [Fri, 5 May 2017 02:43:50 +0000 (10:43 +0800)]
egl/android: Set EGLSurface.Lost to EGL_TRUE/EGL_FALSE
Lost is an EGLBoolean, so we should assign it to EGL_TRUE/EGL_FALSE,
not true/false.
Fixes:
e5eace58684 ("egl/android: Mark surface as lost when dequeueBuffer fails")
Fixes:
0212db35040 ("egl/android: Cancel any outstanding ANativeBuffer in surface destructor")
Reviewed-by: Chad Versace <chadversary@chromium.org>
Jason Ekstrand [Wed, 3 May 2017 16:43:58 +0000 (09:43 -0700)]
anv/allocator: Improve block pool growing asserts
Reviewed-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Jason Ekstrand [Wed, 26 Apr 2017 14:21:58 +0000 (07:21 -0700)]
anv: Drop the instruction pool block size
Now that we can allocate states larger than the block size, we no longer
need a block size of 1MB which can be rather wasteful.
Reviewed-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Jason Ekstrand [Wed, 26 Apr 2017 16:54:41 +0000 (09:54 -0700)]
anv/allocator: Add support for large stream allocations
Reviewed-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Jason Ekstrand [Mon, 24 Apr 2017 08:51:51 +0000 (01:51 -0700)]
anv/allocator: Allow state pools to allocate large states
Previously, the maximum size of a state that could be allocated from a
state pool was a block. However, this has caused us various issues
particularly with shaders which are potentially very large. We've also
hit issues with render passes with a large number of attachments when we
go to allocate the block of surface state. This effectively removes the
restriction on the maximum size of a single state. (There's still a
limit of 1MB imposed by a fixed-length bucket array.)
For states larger than the block size, we just grab a large block off of
the block pool rather than sub-allocating. When we go to allocate some
chunk of state and the current bucket does not have state, we try to
pull a chunk from some larger bucket and split it up. This should
improve memory usage if a client occasionally allocates a large block of
state.
This commit is inspired by some similar work done by Juan A. Suarez
Romero <jasuarez@igalia.com>.
Reviewed-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Jason Ekstrand [Mon, 24 Apr 2017 01:57:29 +0000 (18:57 -0700)]
anv/allocator: Support pushing multiple blocks onto a free list at once
Reviewed-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Jason Ekstrand [Mon, 24 Apr 2017 02:15:42 +0000 (19:15 -0700)]
anv/allocator: Add helpers for dealing with bucket sizes
Reviewed-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Jason Ekstrand [Wed, 26 Apr 2017 07:49:40 +0000 (00:49 -0700)]
anv/allocator: Add the capability to allocate blocks of different sizes
Reviewed-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Jason Ekstrand [Wed, 26 Apr 2017 09:28:24 +0000 (02:28 -0700)]
anv/allocator: Rework a comment
This commit just fixes up the English a bit and re-flows the comment.
Reviewed-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Jason Ekstrand [Wed, 26 Apr 2017 16:53:45 +0000 (09:53 -0700)]
anv/allocator: Tweak the block pool growing algorithm
The old algorithm worked fine assuming a constant block size. We're
about to break that assumption so we need an algorithm that's a bit more
robust against suddenly growing by a huge amount compared to the
currently allocated quantity of memory.
Reviewed-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Jason Ekstrand [Mon, 24 Apr 2017 15:50:23 +0000 (08:50 -0700)]
anv/allocator: Embed the block_pool in the state_pool
Now that the state stream is allocating off of the state pool, there's
no reason why we need the block pool to be separate.
Reviewed-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Jason Ekstrand [Mon, 24 Apr 2017 10:11:02 +0000 (03:11 -0700)]
anv/allocator: Get rid of the ability to free blocks
Now that everything is going through the state pools, the block pool no
longer needs to be able to handle re-use.
Reviewed-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Jason Ekstrand [Mon, 24 Apr 2017 09:40:20 +0000 (02:40 -0700)]
anv: Allocate binding table blocks through the state pool
Reviewed-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Jason Ekstrand [Mon, 24 Apr 2017 09:17:43 +0000 (02:17 -0700)]
anv/allocator: Add support for "back" allocations to state_pool
Reviewed-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Jason Ekstrand [Wed, 26 Apr 2017 08:27:33 +0000 (01:27 -0700)]
anv/allocator: Drop the block_size field from block_pool
Since the state_stream is now pulling from a state_pool, the only thing
pulling directly off the block pool is the state pool so we can just
move the block_size there. The one exception is when we allocate
binding tables but we can just reference the state pool there as well.
The only functional change here is that we no longer grow the block pool
immediately upon creation so no BO gets allocated until our first state
allocation.
Reviewed-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Jason Ekstrand [Wed, 26 Apr 2017 13:01:01 +0000 (06:01 -0700)]
anv/allocator: Pull the userptr part of block_pool_grow into a helper
Reviewed-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Jason Ekstrand [Mon, 24 Apr 2017 01:48:21 +0000 (18:48 -0700)]
anv/allocator: Roll fixed_size_state_pool into state_pool
The helper functions aren't really gaining us as much as they claim and
are actually about to be in the way.
Reviewed-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Jason Ekstrand [Mon, 24 Apr 2017 01:36:33 +0000 (18:36 -0700)]
anv/allocator: Remove the state_size field from fixed_size_state_pool
Reviewed-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Jason Ekstrand [Mon, 24 Apr 2017 01:25:17 +0000 (18:25 -0700)]
anv: Get rid of a bunch of uses of size_t
We should only use size_t when referring to sizes of bits of CPU memory.
Anything on the GPU or just a regular array length should be a type that
has the same size on both 32 and 64-bit architectures. For state
objects, we use a uint32_t because we'll never allocate a piece of
driver-internal GPU state larger than 2GB (more like 16KB).
Reviewed-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Jason Ekstrand [Mon, 24 Apr 2017 00:22:26 +0000 (17:22 -0700)]
anv/allocator: Convert the state stream to pull from a state pool
Reviewed-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Jason Ekstrand [Wed, 26 Apr 2017 10:32:06 +0000 (03:32 -0700)]
anv/allocator: Return a null state for zero-size allocations
Reviewed-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Jason Ekstrand [Wed, 26 Apr 2017 10:28:52 +0000 (03:28 -0700)]
anv/allocator: Add no-valgrind versions of state_pool_alloc/free
Reviewed-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Dave Airlie [Fri, 5 May 2017 00:27:33 +0000 (10:27 +1000)]
radv: enable POLARIS12 support.
This just adds the chip in the right places.
We don't set the partial_vs_wave workaround, as radeonsi
doesn't, but have to confirm it's not required.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Cc: "17.1" <mesa-stable@lists.freedesktop.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Chad Versace [Fri, 5 May 2017 00:46:34 +0000 (17:46 -0700)]
egl/android: Mark surface as lost when dequeueBuffer fails
This ensures that future calls to eglSwapBuffers and eglMakeCurrent emit
an error.
This patch is part of a series for fixing
android.hardware.camera2.cts.RobustnessTest#testAbandonRepeatingRequestSurface
on Chrome OS x86 devices.
Cc: mesa-stable@lists.freedesktop.org
Cc: Tomasz Figa <tfiga@chromium.org>
Cc: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Nicolas Boichat <drinkcat@chromium.org>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Chad Versace [Fri, 5 May 2017 00:46:33 +0000 (17:46 -0700)]
egl/android: Cancel any outstanding ANativeBuffer in surface destructor
That is, call ANativeWindow::cancelBuffer in droid_destroy_surface().
This should prevent application deadlock when the app destroys the
EGLSurface after EGL has acquired a buffer from SurfaceFlinger
(ANativeWindow::dequeueBuffer) but before EGL has released it
(ANativeWindow::enqueueBuffer).
This patch is part of a series for fixing
android.hardware.camera2.cts.RobustnessTest#testAbandonRepeatingRequestSurface
on Chrome OS x86 devices.
Cc: mesa-stable@lists.freedesktop.org
Cc: Tomasz Figa <tfiga@chromium.org>
Cc: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Nicolas Boichat <drinkcat@chromium.org>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Chad Versace [Fri, 5 May 2017 00:46:33 +0000 (17:46 -0700)]
egl: Emit error when EGLSurface is lost
Add a new bool, _EGLSurface::Lost, and check it in eglMakeCurrent and
eglSwapBuffers. The EGL 1.5 spec says that those functions emit errors
when the native surface is no longer valid.
This patch just updates core EGL. No driver sets _EGLSurface::Lost yet.
I discovered that Mesa failed to detect lost surfaces while debugging an
Android CTS camera test,
android.hardware.camera2.cts.RobustnessTest#testAbandonRepeatingRequestSurface.
This patch doesn't fix the test though, though, because the test expects
EGL_BAD_SURFACE when the surface becomes lost, and this patch actually
complies with the EGL spec. If I interpreted the EGL spec correctly,
EGL_BAD_NATIVE_WINDOW or EGL_BAD_CURRENT_SURFACE is the correct error.
Cc: mesa-stable@lists.freedesktop.org
Cc: Tomasz Figa <tfiga@chromium.org>
Cc: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Nicolas Boichat <drinkcat@chromium.org>
Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
Marek Olšák [Thu, 4 May 2017 23:16:57 +0000 (01:16 +0200)]
winsys/amdgpu: fix Polaris12 (RX 550) breakage
reported by Greg White.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=100892
Cc: 17.1 <mesa-stable@lists.freedesktop.org>
Kenneth Graunke [Thu, 4 May 2017 18:11:44 +0000 (11:11 -0700)]
anv: Simplify Cherryview line handling.
We can just use the new CHVLineWidth field rather than an entirely
different generation's packing function.
v2: Inline the function (requested by Jason)
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Kenneth Graunke [Thu, 4 May 2017 18:03:47 +0000 (11:03 -0700)]
i965: Fix line width on Cherryview.
We just add another field to gen8.xml for the Cherryview line width,
rather than trying to replicate the gymnastics done in the Vulkan
driver to use gen9 SF pack functions.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Marek Olšák [Thu, 27 Apr 2017 00:20:13 +0000 (02:20 +0200)]
radeonsi/gfx9: allow the scratch buffer in HS and GS
It works now.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Marek Olšák [Thu, 27 Apr 2017 17:12:22 +0000 (19:12 +0200)]
radeonsi: prevent race conditions when doing scratch patching
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Marek Olšák [Fri, 3 Mar 2017 23:25:27 +0000 (00:25 +0100)]
radeonsi: separate scratch state patching code into its own function
Picked from a different branch. When we stop using the scratch patching,
this function will not be called.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Marek Olšák [Thu, 27 Apr 2017 17:01:44 +0000 (19:01 +0200)]
radeonsi/gfx9: also apply scratch relocations to the 1st shader of merged shaders
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Marek Olšák [Thu, 27 Apr 2017 00:18:53 +0000 (02:18 +0200)]
radeonsi/gfx9: set correct LLVM calling conventions for merged shaders
for scratch support
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Marek Olšák [Thu, 27 Apr 2017 17:00:56 +0000 (19:00 +0200)]
radeonsi: remove unused parameters from si_shader_apply_scratch_relocs
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Marek Olšák [Thu, 27 Apr 2017 00:12:48 +0000 (02:12 +0200)]
radeonsi: inline si_llvm_shader_type into si_llvm_create_func
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Marek Olšák [Thu, 27 Apr 2017 17:19:53 +0000 (19:19 +0200)]
radeonsi: don't use util_memcpy_cpu_to_le32 for shader uploads
at least I think this is correct.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Marek Olšák [Fri, 28 Apr 2017 18:31:45 +0000 (20:31 +0200)]
radeonsi: make si_compile_llvm static
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Marek Olšák [Fri, 28 Apr 2017 18:23:19 +0000 (20:23 +0200)]
radeonsi: fold surrounding code into si_llvm_finalize_module
and rename to si_llvm_optimize_module.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Marek Olšák [Fri, 28 Apr 2017 14:35:13 +0000 (16:35 +0200)]
radeonsi: don't call eliminate_const_vs_outputs in shaders without VS exports
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Marek Olšák [Tue, 25 Apr 2017 00:18:10 +0000 (02:18 +0200)]
radeonsi: drop support for LLVM 3.8
LLVM 3.8:
- had broken indirect resource indexing
- didn't have scratch coalescing
- was the last user of problematic v16i8
- only supported OpenGL 4.1
This leaves us with LLVM 3.9 and LLVM 4.0 support for Mesa 17.2.
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Marek Olšák [Mon, 24 Apr 2017 22:56:44 +0000 (00:56 +0200)]
radeonsi: stop using v16i8
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Marek Olšák [Fri, 28 Apr 2017 17:28:06 +0000 (19:28 +0200)]
radeonsi/gfx9: make some PA & DB registers match the closed Vulkan driver
Cc: 17.1 <mesa-stable@lists.freedesktop.org>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Dave Airlie [Thu, 4 May 2017 00:51:49 +0000 (10:51 +1000)]
radv: don't advertise transfer props unless we can do anything else
There is no reason to advertise transfer ability for formats we can't
use for anything else. This stops some CTS tests hitting internal
error for 64-bit types when they see the transfer flags.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
Rob Clark [Thu, 4 May 2017 17:26:35 +0000 (13:26 -0400)]
freedreno/a5xx: compute shader support
Signed-off-by: Rob Clark <robdclark@gmail.com>
Rob Clark [Thu, 4 May 2017 17:24:37 +0000 (13:24 -0400)]
freedreno: core compute state support
Signed-off-by: Rob Clark <robdclark@gmail.com>
Rob Clark [Mon, 17 Apr 2017 15:40:16 +0000 (11:40 -0400)]
freedreno/ir3: compute shader support
Signed-off-by: Rob Clark <robdclark@gmail.com>
Rob Clark [Mon, 17 Apr 2017 15:25:29 +0000 (11:25 -0400)]
freedreno/a5xx: SSBO support
To simplify things for now, since all the gfx shader stages share a
single SSBO state block, only advertise SSBO support for fragment shader
(and compute when we have that). We could possibly use a fixed-
partitioning of the SSBO index space to support SSBOs on other stages
without having to resort to shader variants.
Signed-off-by: Rob Clark <robdclark@gmail.com>
Rob Clark [Mon, 17 Apr 2017 15:04:00 +0000 (11:04 -0400)]
freedreno/ir3: SSBO/atomic support
TODO cwabbott pointed out a write-after-read hazzard, which effects both
this and arrays. A write needs to depend on *all* reads since the last
write, not just the last read.
Signed-off-by: Rob Clark <robdclark@gmail.com>
Rob Clark [Mon, 17 Apr 2017 14:56:20 +0000 (10:56 -0400)]
freedreno: core SSBO support
The generation-independent support for binding shader buffer objects.
Signed-off-by: Rob Clark <robdclark@gmail.com>
Rob Clark [Mon, 3 Apr 2017 17:25:02 +0000 (13:25 -0400)]
freedreno/ir3: resync instr-a3xx.h/disasm-a3xx.c
Sync to the same files from freedreno.git to correct decoding of ldgb/
stgb instructions.
Signed-off-by: Rob Clark <robdclark@gmail.com>
Rob Clark [Tue, 4 Apr 2017 19:55:25 +0000 (15:55 -0400)]
mesa/st: compute support for glsl_to_nir
Signed-off-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
Rob Clark [Wed, 12 Apr 2017 17:26:54 +0000 (13:26 -0400)]
nir: add pass to lower atomic counters to SSBO
This is equivalent to what mesa/st does in glsl_to_tgsi. For most hw
there isn't a particularly good reason to treat these differently.
Signed-off-by: Rob Clark <robdclark@gmail.com>
Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Rob Clark [Mon, 24 Apr 2017 14:22:25 +0000 (10:22 -0400)]
nir: add a C wrapper for glsl_type::get_interface_instance()
Signed-off-by: Rob Clark <robdclark@gmail.com>
Emil Velikov [Thu, 13 Apr 2017 17:42:37 +0000 (18:42 +0100)]
mapi_abi.py: remove no longer used --mode option
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
Emil Velikov [Thu, 13 Apr 2017 17:35:42 +0000 (18:35 +0100)]
mapy_abi.py: remove dead output_for_app generator
Used by the OpenVG codebase.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Emil Velikov [Thu, 13 Apr 2017 17:23:50 +0000 (18:23 +0100)]
mapi: replace mapi_table abstraction
Replace all instances of mapi_table with the actual struct _glapi_table.
The former may have been needed when the OpenVG was around. But since
that one is long gone, there' no point in having the current confusing
mix of the two.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Eric Engestrom <eric.engestrom@imgtec.com>
Emil Velikov [Thu, 13 Apr 2017 16:54:08 +0000 (17:54 +0100)]
mesa/tests: remove no longer needed HAVE_SHARED_GLAPI define
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Emil Velikov [Thu, 13 Apr 2017 16:50:10 +0000 (17:50 +0100)]
gl_table.py: always regenerate the complete struct _glapi_table
Currently we would generate a partial one as we do non-shared glapi.
At the same time since it's local, we don't care that much if we have a
few extra bytes of space in the table.
Drop the guard, which allows us to simplify both build system and code.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Emil Velikov [Thu, 13 Apr 2017 16:35:06 +0000 (17:35 +0100)]
glx/apple: remove empty variable SHARED_GLAPI_CFLAGS
Cc: Jeremy Huddleston Sequoia <jeremyhu@apple.com>
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Emil Velikov [Thu, 13 Apr 2017 16:34:04 +0000 (17:34 +0100)]
glx/windows: remove empty variable SHARED_GLAPI_CFLAGS
Cc: Jon Turney <jon.turney@dronecode.org.uk>
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Emil Velikov [Thu, 13 Apr 2017 17:02:29 +0000 (18:02 +0100)]
glx: automake: scons: remove unneeded GLX_SHARED_GLAPI define
There's no users in-tree that use it.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Emil Velikov [Thu, 13 Apr 2017 16:32:35 +0000 (17:32 +0100)]
targets/libgl-xlib: remove unneeded GLX_SHARED_GLAPI define
There's no users in-tree that use it.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Emil Velikov [Thu, 13 Apr 2017 16:30:10 +0000 (17:30 +0100)]
drivers/x11: remove unneeded GLX_SHARED_GLAPI define
There's no users in-tree that use it.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Emil Velikov [Thu, 13 Apr 2017 16:17:45 +0000 (17:17 +0100)]
glx: glX_proto_send.py: use correct compile guard GLX_INDIRECT_RENDERING
The code itself has nothing to do with shared glapi, thus having it
behind GLX_SHARED_GLAPI is misleading. Use GLX_INDIRECT_RENDERING
instead.
The latter macro is set at global scope by the Autotools and Scons build
systems.
Cc: mesa-stable@lists.freedesktop.org
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Emil Velikov [Thu, 13 Apr 2017 15:35:12 +0000 (16:35 +0100)]
mapi/es*api: remove unneeded HAVE_SHARED_GLAPI guard
Always true, since GLES* requires shared glapi.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Emil Velikov [Thu, 13 Apr 2017 15:37:44 +0000 (16:37 +0100)]
mesa/dri: remove unneeded HAVE_SHARED_GLAPI guard
Always true, since the dri modules required shared glapi.
With earlier commit (
da410e6afad "configure: explicitly require shared
glapi for enable-dri") we even made that explicit during the configure
stage.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Emil Velikov [Thu, 13 Apr 2017 15:12:02 +0000 (16:12 +0100)]
gallium/dri: remove unneeded HAVE_SHARED_GLAPI guard
Always true, since the dri modules required shared glapi.
With earlier commit (
da410e6afad "configure: explicitly require shared
glapi for enable-dri") we even made that explicit during the configure
stage.
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>